st
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7 #include "menu.h"
8 #include "ent_skateshop.h"
9
10 VG_STATIC void player__skate_bind( player_instance *player )
11 {
12 struct player_skate *s = &player->_skate;
13 struct player_avatar *av = player->playeravatar;
14 struct skeleton *sk = &av->sk;
15
16 rb_update_transform( &player->rb );
17 s->anim_grind = skeleton_get_anim( sk, "pose_grind" );
18 s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" );
19 s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
20 s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
21 s->anim_air = skeleton_get_anim( sk, "pose_air" );
22 s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
23 s->anim_push = skeleton_get_anim( sk, "push" );
24 s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
25 s->anim_ollie = skeleton_get_anim( sk, "ollie" );
26 s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
27 s->anim_grabs = skeleton_get_anim( sk, "grabs" );
28 }
29
30 VG_STATIC void player__skate_kill_audio( player_instance *player )
31 {
32 struct player_skate *s = &player->_skate;
33
34 audio_lock();
35 if( s->aud_main )
36 s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
37 if( s->aud_air )
38 s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
39 if( s->aud_slide )
40 s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
41 audio_unlock();
42 }
43
44 /*
45 * Collision detection routines
46 *
47 *
48 */
49
50 /*
51 * Does collision detection on a sphere vs world, and applies some smoothing
52 * filters to the manifold afterwards
53 */
54 VG_STATIC int skate_collide_smooth( player_instance *player,
55 m4x3f mtx, rb_sphere *sphere,
56 rb_ct *man )
57 {
58 world_instance *world = world_current_instance();
59
60 int len = 0;
61 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
62
63 for( int i=0; i<len; i++ )
64 {
65 man[i].rba = &player->rb;
66 man[i].rbb = NULL;
67 }
68
69 rb_manifold_filter_coplanar( man, len, 0.03f );
70
71 if( len > 1 )
72 {
73 rb_manifold_filter_backface( man, len );
74 rb_manifold_filter_joint_edges( man, len, 0.03f );
75 rb_manifold_filter_pairs( man, len, 0.03f );
76 }
77 int new_len = rb_manifold_apply_filtered( man, len );
78 if( len && !new_len )
79 len = 1;
80 else
81 len = new_len;
82
83 return len;
84 }
85
86 struct grind_info
87 {
88 v3f co, dir, n;
89 };
90
91 VG_STATIC int skate_grind_scansq( player_instance *player,
92 v3f pos, v3f dir, float r,
93 struct grind_info *inf )
94 {
95 world_instance *world = world_current_instance();
96
97 v4f plane;
98 v3_copy( dir, plane );
99 v3_normalize( plane );
100 plane[3] = v3_dot( plane, pos );
101
102 boxf box;
103 v3_add( pos, (v3f){ r, r, r }, box[1] );
104 v3_sub( pos, (v3f){ r, r, r }, box[0] );
105
106 struct grind_sample{
107 v2f co;
108 v2f normal;
109 v3f normal3,
110 centroid;
111 }
112 samples[48];
113 int sample_count = 0;
114
115 v2f support_min,
116 support_max;
117
118 v3f support_axis;
119 v3_cross( plane, player->basis[1], support_axis );
120 v3_normalize( support_axis );
121
122 bh_iter it;
123 bh_iter_init_box( 0, &it, box );
124 i32 idx;
125
126 while( bh_next( world->geo_bh, &it, &idx ) ){
127 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
128 v3f tri[3];
129
130 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
131 if( !(surf->info.flags & k_material_flag_grindable) )
132 continue;
133
134 for( int j=0; j<3; j++ )
135 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
136
137 for( int j=0; j<3; j++ ){
138 int i0 = j,
139 i1 = (j+1) % 3;
140
141 struct grind_sample *sample = &samples[ sample_count ];
142 v3f co;
143
144 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
145 v3f d;
146 v3_sub( co, pos, d );
147 if( v3_length2( d ) > r*r )
148 continue;
149
150 v3f va, vb, normal;
151 v3_sub( tri[1], tri[0], va );
152 v3_sub( tri[2], tri[0], vb );
153 v3_cross( va, vb, normal );
154
155 sample->normal[0] = v3_dot( support_axis, normal );
156 sample->normal[1] = v3_dot( player->basis[1], normal );
157 sample->co[0] = v3_dot( support_axis, d );
158 sample->co[1] = v3_dot( player->basis[1], d );
159
160 v3_copy( normal, sample->normal3 ); /* normalize later
161 if we want to us it */
162
163 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
164 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
165 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
166
167 v2_normalize( sample->normal );
168 sample_count ++;
169
170 if( sample_count == vg_list_size( samples ) )
171 goto too_many_samples;
172 }
173 }
174 }
175
176 too_many_samples:
177
178 if( sample_count < 2 )
179 return 0;
180
181 v3f
182 average_direction,
183 average_normal;
184
185 v2f min_co, max_co;
186 v2_fill( min_co, INFINITY );
187 v2_fill( max_co, -INFINITY );
188
189 v3_zero( average_direction );
190 v3_zero( average_normal );
191
192 int passed_samples = 0;
193
194 for( int i=0; i<sample_count-1; i++ ){
195 struct grind_sample *si, *sj;
196
197 si = &samples[i];
198
199 for( int j=i+1; j<sample_count; j++ ){
200 if( i == j )
201 continue;
202
203 sj = &samples[j];
204
205 /* non overlapping */
206 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
207 continue;
208
209 /* not sharp angle */
210 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
211 continue;
212
213 /* not convex */
214 v3f v0;
215 v3_sub( sj->centroid, si->centroid, v0 );
216 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
217 v3_dot( v0, sj->normal3 ) <= 0.0f )
218 continue;
219
220 v2_minv( sj->co, min_co, min_co );
221 v2_maxv( sj->co, max_co, max_co );
222
223 v3f n0, n1, dir;
224 v3_copy( si->normal3, n0 );
225 v3_copy( sj->normal3, n1 );
226 v3_cross( n0, n1, dir );
227 v3_normalize( dir );
228
229 /* make sure the directions all face a common hemisphere */
230 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
231 v3_add( average_direction, dir, average_direction );
232
233 float yi = v3_dot( player->basis[1], si->normal3 ),
234 yj = v3_dot( player->basis[1], sj->normal3 );
235
236 if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
237 else v3_add( sj->normal3, average_normal, average_normal );
238
239 passed_samples ++;
240 }
241 }
242
243 if( !passed_samples )
244 return 0;
245
246 if( (v3_length2( average_direction ) <= 0.001f) ||
247 (v3_length2( average_normal ) <= 0.001f ) )
248 return 0;
249
250 float div = 1.0f/(float)passed_samples;
251 v3_normalize( average_direction );
252 v3_normalize( average_normal );
253
254 v2f average_coord;
255 v2_add( min_co, max_co, average_coord );
256 v2_muls( average_coord, 0.5f, average_coord );
257
258 v3_muls( support_axis, average_coord[0], inf->co );
259 inf->co[1] += average_coord[1];
260 v3_add( pos, inf->co, inf->co );
261 v3_copy( average_normal, inf->n );
262 v3_copy( average_direction, inf->dir );
263
264 vg_line_pt3( inf->co, 0.02f, VG__GREEN );
265 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
266 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
267
268 return passed_samples;
269 }
270
271 VG_STATIC void reset_jump_info( jump_info *inf )
272 {
273 inf->log_length = 0;
274 inf->land_dist = 0.0f;
275 inf->score = 0.0f;
276 inf->type = k_prediction_unset;
277 v3_zero( inf->apex );
278 }
279
280 VG_STATIC int create_jumps_to_hit_target( player_instance *player,
281 jump_info *jumps,
282 v3f target, float max_angle_delta,
283 float gravity )
284 {
285 struct player_skate *s = &player->_skate;
286
287 /* calculate the exact 2 solutions to jump onto that grind spot */
288
289 v3f v0;
290 v3_sub( target, player->rb.co, v0 );
291 m3x3_mulv( player->invbasis, v0, v0 );
292
293 v3f ax;
294 v3_copy( v0, ax );
295 ax[1] = 0.0f;
296 v3_normalize( ax );
297
298 v3f v_local;
299 m3x3_mulv( player->invbasis, player->rb.v, v_local );
300
301 v2f d = { v3_dot( ax, v0 ), v0[1] },
302 v = { v3_dot( ax, v_local ), v_local[1] };
303
304 float a = atan2f( v[1], v[0] ),
305 m = v2_length( v ),
306 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
307
308 int valid_count = 0;
309
310 if( root > 0.0f ){
311 root = sqrtf( root );
312 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
313 a1 = atanf( (m*m - root) / (gravity * d[0]) );
314
315 if( fabsf(a0-a) < max_angle_delta ){
316 jump_info *inf = &jumps[ valid_count ++ ];
317 reset_jump_info( inf );
318
319 v3_muls( ax, cosf( a0 ) * m, inf->v );
320 inf->v[1] += sinf( a0 ) * m;
321 m3x3_mulv( player->basis, inf->v, inf->v );
322 inf->land_dist = d[0] / (cosf(a0)*m);
323 inf->gravity = gravity;
324
325 v3_copy( target, inf->log[inf->log_length ++] );
326 }
327
328 if( fabsf(a1-a) < max_angle_delta ){
329 jump_info *inf = &jumps[ valid_count ++ ];
330 reset_jump_info( inf );
331
332 v3_muls( ax, cosf( a1 ) * m, inf->v );
333 inf->v[1] += sinf( a1 ) * m;
334 m3x3_mulv( player->basis, inf->v, inf->v );
335 inf->land_dist = d[0] / (cosf(a1)*m);
336 inf->gravity = gravity;
337
338 v3_copy( target, inf->log[inf->log_length ++] );
339 }
340 }
341
342 return valid_count;
343 }
344
345 VG_STATIC
346 void player__approximate_best_trajectory( player_instance *player )
347 {
348 world_instance *world0 = world_current_instance();
349
350 struct player_skate *s = &player->_skate;
351 float k_trace_delta = k_rb_delta * 10.0f;
352
353 s->state.air_start = vg.time;
354 v3_copy( player->rb.v, s->state.air_init_v );
355 v3_copy( player->rb.co, s->state.air_init_co );
356
357 s->possible_jump_count = 0;
358
359 v3f axis;
360 v3_cross( player->rb.v, player->rb.to_world[1], axis );
361 v3_normalize( axis );
362
363 /* at high slopes, Y component is low */
364 float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
365 angle_begin = -(1.0f-fabsf( upness )),
366 angle_end = 1.0f;
367
368 struct grind_info grind;
369 int grind_located = 0;
370 float grind_located_gravity = k_gravity;
371
372
373 v3f launch_v_bounds[2];
374
375 for( int i=0; i<2; i++ ){
376 v3_copy( player->rb.v, launch_v_bounds[i] );
377 float ang = (float[]){ angle_begin, angle_end }[ i ];
378 ang *= 0.15f;
379
380 v4f qbias;
381 q_axis_angle( qbias, axis, ang );
382 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
383 }
384
385 for( int m=0;m<=30; m++ ){
386 jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
387 reset_jump_info( inf );
388
389 v3f launch_co, launch_v, co0, co1;
390 v3_copy( player->rb.co, launch_co );
391 v3_copy( player->rb.v, launch_v );
392 v3_copy( launch_co, co0 );
393 world_instance *trace_world = world0;
394
395 float vt = (float)m * (1.0f/30.0f),
396 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
397
398 v4f qbias;
399 q_axis_angle( qbias, axis, ang );
400 q_mulv( qbias, launch_v, launch_v );
401
402 float yaw_sketch = 1.0f-fabsf(upness);
403
404 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
405 q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
406 q_mulv( qbias, launch_v, launch_v );
407
408 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
409 gravity = k_gravity * gravity_bias;
410 inf->gravity = gravity;
411 v3_copy( launch_v, inf->v );
412
413 m3x3f basis;
414 m3x3_copy( player->basis, basis );
415
416 for( int i=1; i<=50; i++ ){
417 float t = (float)i * k_trace_delta;
418
419 v3_muls( launch_v, t, co1 );
420 v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
421 v3_add( launch_co, co1, co1 );
422
423 float launch_vy = v3_dot( launch_v,basis[1] );
424
425 int search_for_grind = 1;
426 if( grind_located ) search_for_grind = 0;
427 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
428
429 /* REFACTOR */
430
431 v3f closest={0.0f,0.0f,0.0f};
432 if( search_for_grind ){
433 if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
434 float min_dist = 0.75f;
435 min_dist *= min_dist;
436
437 if( v3_dist2( closest, launch_co ) < min_dist )
438 search_for_grind = 0;
439
440 v3f bound[2];
441
442 for( int j=0; j<2; j++ ){
443 v3_muls( launch_v_bounds[j], t, bound[j] );
444 v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
445 v3_add( launch_co, bound[j], bound[j] );
446 }
447
448 float limh = vg_minf( 2.0f, t ),
449 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
450 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
451
452 if( (closest[1] < minh) || (closest[1] > maxh) ){
453 search_for_grind = 0;
454 }
455 }
456 else
457 search_for_grind = 0;
458 }
459
460 if( search_for_grind ){
461 v3f ve;
462 v3_copy( launch_v, ve );
463 v3_muladds( ve, basis[1], -gravity * t, ve );
464
465 if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
466 /* check alignment */
467 v2f v0 = { v3_dot( ve, basis[0] ),
468 v3_dot( ve, basis[2] ) },
469 v1 = { v3_dot( grind.dir, basis[0] ),
470 v3_dot( grind.dir, basis[2] ) };
471
472 v2_normalize( v0 );
473 v2_normalize( v1 );
474
475 float a = v2_dot( v0, v1 );
476
477 float a_min = cosf( VG_PIf * 0.185f );
478 if( s->grind_cooldown )
479 a_min = cosf( VG_PIf * 0.05f );
480
481 /* check speed */
482 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
483 (a >= a_min) &&
484 (fabsf(grind.dir[1]) < 0.70710678118654752f))
485 {
486 grind_located = 1;
487 grind_located_gravity = inf->gravity;
488 }
489 }
490 }
491
492 if( trace_world->rendering_gate ){
493 ent_gate *gate = trace_world->rendering_gate;
494 if( gate_intersect( gate, co1, co0 ) ){
495 m4x3_mulv( gate->transport, co0, co0 );
496 m4x3_mulv( gate->transport, co1, co1 );
497 m3x3_mulv( gate->transport, launch_v, launch_v);
498 m4x3_mulv( gate->transport, launch_co, launch_co );
499 m3x3_mul( gate->transport, basis, basis );
500
501 if( gate->type == k_gate_type_nonlocel ){
502 trace_world = &world_static.worlds[ gate->target ];
503 }
504 }
505 }
506
507 float t1;
508 v3f n;
509
510 float scan_radius = k_board_radius;
511 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
512
513 int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n);
514 if( idx != -1 ){
515 v3f co;
516 v3_lerp( co0, co1, t1, co );
517 v3_copy( co, inf->log[ inf->log_length ++ ] );
518
519 v3_copy( n, inf->n );
520 u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
521 struct world_surface *surf =
522 world_tri_index_surface( trace_world, tri[0] );
523
524 inf->type = k_prediction_land;
525
526 v3f ve;
527 v3_copy( launch_v, ve );
528 v3_muladds( ve, player->basis[1], -gravity * t, ve );
529
530 inf->score = -v3_dot( ve, inf->n );
531 inf->land_dist = t + k_trace_delta * t1;
532
533 /* Bias prediction towords ramps */
534 if( !(surf->info.flags & k_material_flag_skate_target) )
535 inf->score *= 10.0f;
536
537 if( surf->info.flags & k_material_flag_boundary )
538 s->possible_jump_count --;
539
540 break;
541 }
542
543 if( i % 3 == 0 )
544 v3_copy( co1, inf->log[ inf->log_length ++ ] );
545
546 v3_copy( co1, co0 );
547 }
548
549 if( inf->type == k_prediction_unset )
550 s->possible_jump_count --;
551 }
552
553 if( grind_located ){
554 jump_info grind_jumps[2];
555
556 int valid_count =
557 create_jumps_to_hit_target( player, grind_jumps, grind.co,
558 0.175f*VG_PIf, grind_located_gravity );
559
560 /* knock out original landing points in the 1m area */
561 for( u32 j=0; j<s->possible_jump_count; j++ ){
562 jump_info *jump = &s->possible_jumps[ j ];
563 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
564 float descale = 1.0f-vg_minf(1.0f,dist);
565 jump->score += descale*3.0f;
566 }
567
568 for( int i=0; i<valid_count; i++ ){
569 jump_info *jump = &grind_jumps[i];
570 jump->type = k_prediction_grind;
571
572 v3f launch_v, launch_co, co0, co1;
573
574 v3_copy( jump->v, launch_v );
575 v3_copy( player->rb.co, launch_co );
576
577 m3x3f basis;
578 m3x3_copy( player->basis, basis );
579
580 float t = 0.05f * jump->land_dist;
581 v3_muls( launch_v, t, co0 );
582 v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
583 v3_add( launch_co, co0, co0 );
584
585 /* rough scan to make sure we dont collide with anything */
586 for( int j=1; j<=16; j++ ){
587 t = (float)j*(1.0f/16.0f);
588 t *= 0.9f;
589 t += 0.05f;
590 t *= jump->land_dist;
591
592 v3_muls( launch_v, t, co1 );
593 v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
594 v3_add( launch_co, co1, co1 );
595
596 float t1;
597 v3f n;
598
599 int idx = spherecast_world( world0, co0,co1,
600 k_board_radius*0.1f, &t1, n);
601 if( idx != -1 ){
602 goto invalidated_grind;
603 }
604
605 v3_copy( co1, co0 );
606 }
607
608 v3_copy( grind.n, jump->n );
609
610 /* determine score */
611 v3f ve;
612 v3_copy( jump->v, ve );
613 v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
614 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
615
616 s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
617
618 continue;
619 invalidated_grind:;
620 }
621 }
622
623
624 float score_min = INFINITY,
625 score_max = -INFINITY;
626
627 jump_info *best = NULL;
628
629 for( int i=0; i<s->possible_jump_count; i ++ ){
630 jump_info *jump = &s->possible_jumps[i];
631
632 if( jump->score < score_min )
633 best = jump;
634
635 score_min = vg_minf( score_min, jump->score );
636 score_max = vg_maxf( score_max, jump->score );
637 }
638
639 for( int i=0; i<s->possible_jump_count; i ++ ){
640 jump_info *jump = &s->possible_jumps[i];
641 float s = jump->score;
642
643 s -= score_min;
644 s /= (score_max-score_min);
645 s = 1.0f - s;
646
647 jump->score = s;
648 jump->colour = s * 255.0f;
649
650 if( jump == best )
651 jump->colour <<= 16;
652 else if( jump->type == k_prediction_land )
653 jump->colour <<= 8;
654
655 jump->colour |= 0xff000000;
656 }
657
658 if( best ){
659 v3_copy( best->n, s->land_normal );
660 v3_copy( best->v, player->rb.v );
661 s->land_dist = best->land_dist;
662
663 s->state.gravity_bias = best->gravity;
664
665 if( best->type == k_prediction_grind ){
666 s->state.activity = k_skate_activity_air_to_grind;
667 }
668
669 v2f steer;
670 joystick_state( k_srjoystick_steer, steer );
671 v2_normalize_clamp( steer );
672
673 if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
674 s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
675 s->state.reverse ;
676 s->state.flip_time = 0.0f;
677 v3_copy( player->rb.to_world[0], s->state.flip_axis );
678 }
679 else{
680 s->state.flip_rate = 0.0f;
681 v3_zero( s->state.flip_axis );
682 }
683 }
684 else{
685 v3_copy( player->basis[1], s->land_normal );
686 }
687 }
688
689 /*
690 *
691 * Varius physics models
692 * ------------------------------------------------
693 */
694
695 /*
696 * Air control, no real physics
697 */
698 VG_STATIC void skate_apply_air_model( player_instance *player )
699 {
700 struct player_skate *s = &player->_skate;
701
702 if( s->state.activity_prev > k_skate_activity_air_to_grind )
703 player__approximate_best_trajectory( player );
704
705 float angle = v3_dot( player->rb.to_world[1], s->land_normal );
706 angle = vg_clampf( angle, -1.0f, 1.0f );
707 v3f axis;
708 v3_cross( player->rb.to_world[1], s->land_normal, axis );
709
710 v4f correction;
711 q_axis_angle( correction, axis,
712 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
713 q_mul( correction, player->rb.q, player->rb.q );
714 }
715
716 VG_STATIC int player_skate_trick_input( player_instance *player );
717 VG_STATIC void skate_apply_trick_model( player_instance *player )
718 {
719 struct player_skate *s = &player->_skate;
720
721 v3f Fd, Fs, F;
722 v3f strength = { 3.7f, 3.6f, 8.0f };
723
724 v3_muls( s->board_trick_residualv, -4.0f , Fd );
725 v3_muls( s->board_trick_residuald, -10.0f, Fs );
726 v3_add( Fd, Fs, F );
727 v3_mul( strength, F, F );
728
729 v3_muladds( s->board_trick_residualv, F, k_rb_delta,
730 s->board_trick_residualv );
731 v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
732 k_rb_delta, s->board_trick_residuald );
733
734 if( s->state.activity <= k_skate_activity_air_to_grind ){
735 if( v3_length2( s->state.trick_vel ) < 0.0001f )
736 return;
737
738 int carry_on = player_skate_trick_input( player );
739
740 /* we assume velocities share a common divisor, in which case the
741 * interval is the minimum value (if not zero) */
742
743 float min_rate = 99999.0f;
744
745 for( int i=0; i<3; i++ ){
746 float v = s->state.trick_vel[i];
747 if( (v > 0.0f) && (v < min_rate) )
748 min_rate = v;
749 }
750
751 float interval = 1.0f / min_rate,
752 current = floorf( s->state.trick_time / interval ),
753 next_end = (current+1.0f) * interval;
754
755
756 /* integrate trick velocities */
757 v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
758 s->state.trick_euler );
759
760 if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
761 s->state.trick_time = 0.0f;
762 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
763 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
764 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
765 v3_copy( s->state.trick_vel, s->board_trick_residualv );
766 v3_zero( s->state.trick_vel );
767 }
768
769 s->state.trick_time += k_rb_delta;
770 }
771 else{
772 if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
773 s->state.trick_time > 0.2f)
774 {
775 player__skate_kill_audio( player );
776 player__dead_transition( player );
777 }
778
779 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
780 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
781 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
782 s->state.trick_time = 0.0f;
783 v3_zero( s->state.trick_vel );
784 }
785 }
786
787 VG_STATIC void skate_apply_grab_model( player_instance *player )
788 {
789 struct player_skate *s = &player->_skate;
790
791 float grabt = axis_state( k_sraxis_grab );
792
793 if( grabt > 0.5f ){
794 v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
795 s->state.grab_mouse_delta );
796
797 v2_normalize_clamp( s->state.grab_mouse_delta );
798 }
799 else
800 v2_zero( s->state.grab_mouse_delta );
801
802 s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
803 }
804
805 VG_STATIC void skate_apply_steering_model( player_instance *player )
806 {
807 struct player_skate *s = &player->_skate;
808
809 v2f jsteer;
810 joystick_state( k_srjoystick_steer, jsteer );
811
812 /* Steering */
813 float steer = jsteer[0],
814 grab = axis_state( k_sraxis_grab );
815
816 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
817
818 v3f steer_axis;
819 v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
820
821 float rate = 26.0f,
822 top = 1.0f;
823
824 if( s->state.activity <= k_skate_activity_air_to_grind ){
825 rate = 6.0f * fabsf(steer);
826 top = 1.5f;
827 }
828 else{
829 /* rotate slower when grabbing on ground */
830 steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
831
832 if( s->state.activity == k_skate_activity_grind_5050 ){
833 rate = 0.0f;
834 top = 0.0f;
835 }
836
837 else if( s->state.activity >= k_skate_activity_grind_any ){
838 rate *= fabsf(steer);
839
840 float a = 0.8f * -steer * k_rb_delta;
841
842 v4f q;
843 q_axis_angle( q, player->rb.to_world[1], a );
844 q_mulv( q, s->grind_vec, s->grind_vec );
845
846 v3_normalize( s->grind_vec );
847 }
848
849 else if( s->state.manual_direction ){
850 rate = 35.0f;
851 top = 1.5f;
852 }
853 }
854
855 float current = v3_dot( player->rb.to_world[1], player->rb.w ),
856 addspeed = (steer * -top) - current,
857 maxaccel = rate * k_rb_delta,
858 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
859
860 v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
861 }
862
863 /*
864 * Computes friction and surface interface model
865 */
866 VG_STATIC void skate_apply_friction_model( player_instance *player )
867 {
868 struct player_skate *s = &player->_skate;
869
870 /*
871 * Computing localized friction forces for controlling the character
872 * Friction across X is significantly more than Z
873 */
874
875 v3f vel;
876 m3x3_mulv( player->rb.to_local, player->rb.v, vel );
877 float slip = 0.0f;
878
879 if( fabsf(vel[2]) > 0.01f )
880 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
881
882 if( fabsf( slip ) > 1.2f )
883 slip = vg_signf( slip ) * 1.2f;
884
885 s->state.slip = slip;
886 s->state.reverse = -vg_signf(vel[2]);
887
888 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
889 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
890
891 /* Pushing additive force */
892
893 if( !button_press( k_srbind_jump ) ){
894 if( button_press( k_srbind_push ) || (vg.time-s->state.start_push<0.75) )
895 {
896 if( (vg.time - s->state.cur_push) > 0.25 )
897 s->state.start_push = vg.time;
898
899 s->state.cur_push = vg.time;
900
901 double push_time = vg.time - s->state.start_push;
902
903 float cycle_time = push_time*k_push_cycle_rate,
904 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
905 amt = accel * VG_TIMESTEP_FIXED,
906 current = v3_length( vel ),
907 new_vel = vg_minf( current + amt, k_max_push_speed ),
908 delta = new_vel - vg_minf( current, k_max_push_speed );
909
910 vel[2] += delta * -s->state.reverse;
911 }
912 }
913
914 /* Send back to velocity */
915 m3x3_mulv( player->rb.to_world, vel, player->rb.v );
916 }
917
918 VG_STATIC void skate_apply_jump_model( player_instance *player )
919 {
920 struct player_skate *s = &player->_skate;
921 int charging_jump_prev = s->state.charging_jump;
922 s->state.charging_jump = button_press( k_srbind_jump );
923
924 /* Cannot charge this in air */
925 if( s->state.activity <= k_skate_activity_air_to_grind ){
926 s->state.charging_jump = 0;
927 return;
928 }
929
930 if( s->state.charging_jump ){
931 s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
932
933 if( !charging_jump_prev )
934 s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
935 }
936 else{
937 s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
938 }
939
940 s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
941
942 /* player let go after charging past 0.2: trigger jump */
943 if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
944 v3f jumpdir;
945
946 /* Launch more up if alignment is up else improve velocity */
947 float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
948 mod = 0.5f,
949 dir = mod + fabsf(aup)*(1.0f-mod);
950
951 if( s->state.activity == k_skate_activity_ground ){
952 v3_copy( player->rb.v, jumpdir );
953 v3_normalize( jumpdir );
954 v3_muls( jumpdir, 1.0f-dir, jumpdir );
955 v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
956 v3_normalize( jumpdir );
957 }else{
958 v3_copy( s->state.up_dir, jumpdir );
959 s->grind_cooldown = 30;
960 s->state.activity = k_skate_activity_ground;
961
962 v2f steer;
963 joystick_state( k_srjoystick_steer, steer );
964
965 float tilt = steer[0] * 0.3f;
966 tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
967
968 v4f qtilt;
969 q_axis_angle( qtilt, s->grind_dir, tilt );
970 q_mulv( qtilt, jumpdir, jumpdir );
971 }
972 s->surface_cooldown = 10;
973
974 float force = k_jump_force*s->state.jump_charge;
975 v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
976 s->state.jump_charge = 0.0f;
977 s->state.jump_time = vg.time;
978
979 audio_lock();
980 audio_oneshot_3d( &audio_jumps[vg_randu32()%2], player->rb.co, 40.0f, 1.0f );
981 audio_unlock();
982 }
983 }
984
985 VG_STATIC void skate_apply_pump_model( player_instance *player )
986 {
987 struct player_skate *s = &player->_skate;
988
989 if( s->state.activity != k_skate_activity_ground ){
990 v3_zero( s->state.throw_v );
991 return;
992 }
993
994 /* Throw / collect routine
995 */
996 if( axis_state( k_sraxis_grab ) > 0.5f ){
997 if( s->state.activity == k_skate_activity_ground ){
998 /* Throw */
999 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
1000 }
1001 }
1002 else{
1003 /* Collect */
1004 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
1005
1006 v3f Fl, Fv;
1007 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
1008
1009 if( s->state.activity == k_skate_activity_ground ){
1010 if( v3_length2(player->rb.v)<(20.0f*20.0f) )
1011 v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
1012 v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
1013 }
1014
1015 v3_muls( player->rb.to_world[1], -doty, Fv );
1016 v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
1017 v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
1018 }
1019
1020 /* Decay */
1021 if( v3_length2( s->state.throw_v ) > 0.0001f ){
1022 v3f dir;
1023 v3_copy( s->state.throw_v, dir );
1024 v3_normalize( dir );
1025
1026 float max = v3_dot( dir, s->state.throw_v ),
1027 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1028 v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
1029 }
1030 }
1031
1032 VG_STATIC void skate_apply_cog_model( player_instance *player )
1033 {
1034 struct player_skate *s = &player->_skate;
1035
1036 v3f ideal_cog, ideal_diff, ideal_dir;
1037 v3_copy( s->state.up_dir, ideal_dir );
1038 v3_normalize( ideal_dir );
1039
1040 float grab = axis_state( k_sraxis_grab );
1041 v3_muladds( player->rb.co, ideal_dir, 1.0f-grab, ideal_cog );
1042 v3_sub( ideal_cog, s->state.cog, ideal_diff );
1043
1044 /* Apply velocities */
1045 v3f rv;
1046 v3_sub( player->rb.v, s->state.cog_v, rv );
1047
1048 v3f F;
1049 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1050 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1051
1052 float ra = k_cog_mass_ratio,
1053 rb = 1.0f-k_cog_mass_ratio;
1054
1055 /* Apply forces & intergrate */
1056 v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
1057 v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
1058 s->state.cog_v );
1059
1060 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
1061 }
1062
1063
1064 VG_STATIC void skate_integrate( player_instance *player )
1065 {
1066 struct player_skate *s = &player->_skate;
1067
1068 float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
1069 decay_rate_z = decay_rate_x,
1070 decay_rate_y = 1.0f;
1071
1072 if( s->state.activity >= k_skate_activity_grind_any ){
1073 #if 0
1074 decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
1075 decay_rate_y = decay_rate;
1076 #endif
1077 decay_rate_x = 1.0f-(16.0f*k_rb_delta);
1078 decay_rate_y = 1.0f-(10.0f*k_rb_delta);
1079 decay_rate_z = 1.0f-(40.0f*k_rb_delta);
1080 }
1081
1082 float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
1083 wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
1084 wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
1085
1086 v3_muls( player->rb.to_world[0], wx, player->rb.w );
1087 v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
1088 v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
1089
1090 s->state.flip_time += s->state.flip_rate * k_rb_delta;
1091 rb_update_transform( &player->rb );
1092 }
1093
1094 /*
1095 * 1 2 or 3
1096 */
1097
1098 VG_STATIC void skate_copy_holdout( player_instance *player )
1099 {
1100 struct player_skate *s = &player->_skate;
1101 struct player_avatar *av = player->playeravatar;
1102 struct skeleton *sk = &av->sk;
1103 skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
1104 }
1105
1106 VG_STATIC int player_skate_trick_input( player_instance *player )
1107 {
1108 return (button_press( k_srbind_trick0 ) ) |
1109 (button_press( k_srbind_trick1 ) << 1) |
1110 (button_press( k_srbind_trick2 ) << 1) |
1111 (button_press( k_srbind_trick2 ) );
1112 }
1113
1114 VG_STATIC void player__skate_pre_update( player_instance *player )
1115 {
1116 struct player_skate *s = &player->_skate;
1117
1118 if( button_down( k_srbind_use ) ){
1119 player->subsystem = k_player_subsystem_walk;
1120
1121 v3f angles;
1122 v3_copy( player->cam.angles, angles );
1123 angles[2] = 0.0f;
1124
1125 skate_copy_holdout( player );
1126 player->holdout_time = 0.34f;
1127 player__skate_kill_audio( player );
1128 player__walk_transition( player, angles );
1129 return;
1130 }
1131
1132 int trick_id;
1133 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
1134 (trick_id = player_skate_trick_input( player )) )
1135 {
1136 if( (vg.time - s->state.jump_time) < 0.1f ){
1137 v3_zero( s->state.trick_vel );
1138 s->state.trick_time = 0.0f;
1139
1140 if( trick_id == 1 ){
1141 s->state.trick_vel[0] = 3.0f;
1142 }
1143 else if( trick_id == 2 ){
1144 s->state.trick_vel[2] = 3.0f;
1145 }
1146 else if( trick_id == 3 ){
1147 s->state.trick_vel[0] = 2.0f;
1148 s->state.trick_vel[2] = 2.0f;
1149 }
1150 }
1151 }
1152 }
1153
1154 VG_STATIC void player__skate_post_update( player_instance *player )
1155 {
1156 struct player_skate *s = &player->_skate;
1157
1158 for( int i=0; i<s->possible_jump_count; i++ ){
1159 jump_info *jump = &s->possible_jumps[i];
1160
1161 if( jump->log_length == 0 ){
1162 vg_fatal_error( "assert: jump->log_length == 0\n" );
1163 }
1164
1165 for( int j=0; j<jump->log_length - 1; j ++ ){
1166 float brightness = jump->score*jump->score*jump->score;
1167 v3f p1;
1168 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1169 vg_line( jump->log[j], p1, jump->colour );
1170 }
1171
1172 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1173
1174 v3f p1;
1175 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1176 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1177
1178 vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
1179 }
1180
1181 audio_lock();
1182
1183 float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
1184 speed = v3_length( player->rb.v ),
1185 attn = vg_minf( 1.0f, speed*0.1f ),
1186 slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
1187
1188 if( s->state.activity >= k_skate_activity_grind_any ){
1189 slide = 0.0f;
1190 }
1191
1192 f32 gate = 1.0f-menu.factive,
1193 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
1194 vol_air = sqrtf( air *attn * 0.5f ) * gate,
1195 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
1196
1197 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1198
1199 if( !s->aud_air ){
1200 s->aud_air = audio_get_first_idle_channel();
1201 if( s->aud_air )
1202 audio_channel_init( s->aud_air, &audio_board[1], flags );
1203 }
1204
1205 if( !s->aud_slide ){
1206 s->aud_slide = audio_get_first_idle_channel();
1207 if( s->aud_slide )
1208 audio_channel_init( s->aud_slide, &audio_board[2], flags );
1209 }
1210
1211
1212 /* brrrrrrrrrrrt sound for tiles and stuff
1213 * --------------------------------------------------------*/
1214 float sidechain_amt = 0.0f,
1215 hz = vg_maxf( speed * 2.0f, 2.0f );
1216
1217 if( (s->surface == k_surface_prop_tiles) &&
1218 (s->state.activity < k_skate_activity_grind_any) )
1219 sidechain_amt = 1.0f;
1220 else
1221 sidechain_amt = 0.0f;
1222
1223 audio_set_lfo_frequency( 0, hz );
1224 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1225 vg_lerpf( 250.0f, 80.0f, attn ) );
1226
1227 if( s->sample_change_cooldown > 0.0f ){
1228 s->sample_change_cooldown -= vg.time_frame_delta;
1229 }
1230 else{
1231 int sample_type = k_skate_sample_concrete;
1232
1233 if( s->state.activity == k_skate_activity_grind_5050 ){
1234 if( s->surface == k_surface_prop_metal )
1235 sample_type = k_skate_sample_metal_scrape_generic;
1236 else
1237 sample_type = k_skate_sample_concrete_scrape_metal;
1238 }
1239 else if( (s->state.activity == k_skate_activity_grind_back50) ||
1240 (s->state.activity == k_skate_activity_grind_front50) )
1241 {
1242 if( s->surface == k_surface_prop_metal ){
1243 sample_type = k_skate_sample_metal_scrape_generic;
1244 }
1245 else{
1246 float a = v3_dot( player->rb.to_world[2], s->grind_dir );
1247 if( fabsf(a) > 0.70710678118654752f )
1248 sample_type = k_skate_sample_concrete_scrape_wood;
1249 else
1250 sample_type = k_skate_sample_concrete_scrape_metal;
1251 }
1252 }
1253 else if( s->state.activity == k_skate_activity_grind_boardslide ){
1254 if( s->surface == k_surface_prop_metal )
1255 sample_type = k_skate_sample_metal_scrape_generic;
1256 else
1257 sample_type = k_skate_sample_concrete_scrape_wood;
1258 }
1259
1260 audio_clip *relevant_samples[] = {
1261 &audio_board[0],
1262 &audio_board[0],
1263 &audio_board[7],
1264 &audio_board[6],
1265 &audio_board[5]
1266 };
1267
1268 if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
1269 s->aud_main =
1270 audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
1271 0.06f, flags );
1272 s->sample_change_cooldown = 0.1f;
1273 s->main_sample_type = sample_type;
1274 }
1275 }
1276
1277 if( s->aud_main ){
1278 s->aud_main->colour = 0x00103efe;
1279 audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
1280 //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1281 audio_channel_edit_volume( s->aud_main, vol_main, 1 );
1282 audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
1283
1284 float rate = 1.0f + (attn-0.5f)*0.2f;
1285 audio_channel_set_sampling_rate( s->aud_main, rate );
1286 }
1287
1288 if( s->aud_slide ){
1289 s->aud_slide->colour = 0x00103efe;
1290 audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
1291 //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1292 audio_channel_edit_volume( s->aud_slide, vol_slide, 1 );
1293 audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
1294 }
1295
1296 if( s->aud_air ){
1297 s->aud_air->colour = 0x00103efe;
1298 audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
1299 //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1300 audio_channel_edit_volume( s->aud_air, vol_air, 1 );
1301 }
1302
1303 audio_unlock();
1304 }
1305
1306 /*
1307 * truck alignment model at ra(local)
1308 * returns 1 if valid surface:
1309 * surface_normal will be filled out with an averaged normal vector
1310 * axel_dir will be the direction from left to right wheels
1311 *
1312 * returns 0 if no good surface found
1313 */
1314 VG_STATIC
1315 int skate_compute_surface_alignment( player_instance *player,
1316 v3f ra, u32 colour,
1317 v3f surface_normal, v3f axel_dir )
1318 {
1319 struct player_skate *s = &player->_skate;
1320 world_instance *world = world_current_instance();
1321
1322 v3f truck, left, right;
1323 m4x3_mulv( player->rb.to_world, ra, truck );
1324
1325 v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
1326 v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
1327 vg_line( left, right, colour );
1328
1329 float k_max_truck_flex = VG_PIf * 0.25f;
1330
1331 ray_hit ray_l, ray_r;
1332
1333 v3f dir;
1334 v3_muls( player->rb.to_world[1], -1.0f, dir );
1335
1336 int res_l = 0, res_r = 0;
1337
1338 for( int i=0; i<8; i++ )
1339 {
1340 float t = 1.0f - (float)i * (1.0f/8.0f);
1341 v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
1342 v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
1343 ray_l.dist = 2.1f * k_board_radius;
1344
1345 res_l = ray_world( world, left, dir, &ray_l );
1346
1347 if( res_l )
1348 break;
1349 }
1350
1351 for( int i=0; i<8; i++ )
1352 {
1353 float t = 1.0f - (float)i * (1.0f/8.0f);
1354 v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
1355 v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
1356 ray_r.dist = 2.1f * k_board_radius;
1357
1358 res_r = ray_world( world, right, dir, &ray_r );
1359
1360 if( res_r )
1361 break;
1362 }
1363
1364 v3f v0;
1365 v3f midpoint;
1366 v3f tangent_average;
1367 v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
1368 v3_zero( tangent_average );
1369
1370 if( res_l || res_r )
1371 {
1372 v3f p0, p1, t;
1373 v3_copy( midpoint, p0 );
1374 v3_copy( midpoint, p1 );
1375
1376 if( res_l )
1377 {
1378 v3_copy( ray_l.pos, p0 );
1379 v3_cross( ray_l.normal, player->rb.to_world[0], t );
1380 v3_add( t, tangent_average, tangent_average );
1381 }
1382 if( res_r )
1383 {
1384 v3_copy( ray_r.pos, p1 );
1385 v3_cross( ray_r.normal, player->rb.to_world[0], t );
1386 v3_add( t, tangent_average, tangent_average );
1387 }
1388
1389 v3_sub( p1, p0, v0 );
1390 v3_normalize( v0 );
1391 }
1392 else
1393 {
1394 /* fallback: use the closes point to the trucks */
1395 v3f closest;
1396 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1397
1398 if( idx != -1 )
1399 {
1400 u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
1401 v3f verts[3];
1402
1403 for( int j=0; j<3; j++ )
1404 v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
1405
1406 v3f vert0, vert1, n;
1407 v3_sub( verts[1], verts[0], vert0 );
1408 v3_sub( verts[2], verts[0], vert1 );
1409 v3_cross( vert0, vert1, n );
1410 v3_normalize( n );
1411
1412 if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
1413 return 0;
1414
1415 v3_cross( n, player->rb.to_world[2], v0 );
1416 v3_muladds( v0, player->rb.to_world[2],
1417 -v3_dot( player->rb.to_world[2], v0 ), v0 );
1418 v3_normalize( v0 );
1419
1420 v3f t;
1421 v3_cross( n, player->rb.to_world[0], t );
1422 v3_add( t, tangent_average, tangent_average );
1423 }
1424 else
1425 return 0;
1426 }
1427
1428 v3_muladds( truck, v0, k_board_width, right );
1429 v3_muladds( truck, v0, -k_board_width, left );
1430
1431 vg_line( left, right, VG__WHITE );
1432
1433 v3_normalize( tangent_average );
1434 v3_cross( v0, tangent_average, surface_normal );
1435 v3_copy( v0, axel_dir );
1436
1437 return 1;
1438 }
1439
1440 VG_STATIC void skate_weight_distribute( player_instance *player )
1441 {
1442 struct player_skate *s = &player->_skate;
1443 v3_zero( s->weight_distribution );
1444
1445 int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
1446
1447 v2f steer;
1448 joystick_state( k_srjoystick_steer, steer );
1449
1450 if( s->state.manual_direction == 0 ){
1451 if( (steer[1] > 0.7f) && (s->state.activity == k_skate_activity_ground) &&
1452 (s->state.jump_charge <= 0.01f) )
1453 s->state.manual_direction = reverse_dir;
1454 }
1455 else{
1456 if( steer[1] < 0.1f ){
1457 s->state.manual_direction = 0;
1458 }
1459 else{
1460 if( reverse_dir != s->state.manual_direction ){
1461 return;
1462 }
1463 }
1464 }
1465
1466 if( s->state.manual_direction ){
1467 float amt = vg_minf( steer[1] * 8.0f, 1.0f );
1468 s->weight_distribution[2] = k_board_length * amt *
1469 (float)s->state.manual_direction;
1470 }
1471
1472 if( s->state.manual_direction ){
1473 v3f plane_z;
1474
1475 m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
1476 v3_negate( plane_z, plane_z );
1477
1478 v3_muladds( plane_z, s->surface_picture,
1479 -v3_dot( plane_z, s->surface_picture ), plane_z );
1480 v3_normalize( plane_z );
1481
1482 v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
1483 v3_normalize( plane_z );
1484
1485 v3f p1;
1486 v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
1487 vg_line( player->rb.co, p1, VG__GREEN );
1488
1489 v3f refdir;
1490 v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
1491 refdir );
1492
1493 rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
1494 k_manul_spring, k_manul_dampener,
1495 s->substep_delta );
1496 }
1497 }
1498
1499 VG_STATIC void skate_adjust_up_direction( player_instance *player )
1500 {
1501 struct player_skate *s = &player->_skate;
1502
1503 if( s->state.activity == k_skate_activity_ground ){
1504 v3f target;
1505 v3_copy( s->surface_picture, target );
1506
1507 target[1] += 2.0f * s->surface_picture[1];
1508 v3_normalize( target );
1509
1510 v3_lerp( s->state.up_dir, target,
1511 8.0f * s->substep_delta, s->state.up_dir );
1512 }
1513 else if( s->state.activity <= k_skate_activity_air_to_grind ){
1514 v3_lerp( s->state.up_dir, player->rb.to_world[1],
1515 8.0f * s->substep_delta, s->state.up_dir );
1516 }
1517 else{
1518 v3_lerp( s->state.up_dir, player->basis[1],
1519 12.0f * s->substep_delta, s->state.up_dir );
1520 }
1521 }
1522
1523 VG_STATIC int skate_point_visible( v3f origin, v3f target )
1524 {
1525 v3f dir;
1526 v3_sub( target, origin, dir );
1527
1528 ray_hit ray;
1529 ray.dist = v3_length( dir );
1530 v3_muls( dir, 1.0f/ray.dist, dir );
1531 ray.dist -= 0.025f;
1532
1533 if( ray_world( world_current_instance(), origin, dir, &ray ) )
1534 return 0;
1535
1536 return 1;
1537 }
1538
1539 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
1540 {
1541 v3_copy( inf->dir, mtx[0] );
1542 v3_copy( inf->n, mtx[1] );
1543 v3_cross( mtx[0], mtx[1], mtx[2] );
1544 }
1545
1546 VG_STATIC void skate_grind_friction( player_instance *player,
1547 struct grind_info *inf, float strength )
1548 {
1549 v3f v2;
1550 v3_muladds( player->rb.to_world[2], inf->n,
1551 -v3_dot( player->rb.to_world[2], inf->n ), v2 );
1552
1553 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1554 dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
1555 F = a * -dir * k_grind_max_friction;
1556
1557 v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
1558 }
1559
1560 VG_STATIC void skate_grind_decay( player_instance *player,
1561 struct grind_info *inf, float strength )
1562 {
1563 m3x3f mtx, mtx_inv;
1564 skate_grind_orient( inf, mtx );
1565 m3x3_transpose( mtx, mtx_inv );
1566
1567 v3f v_grind;
1568 m3x3_mulv( mtx_inv, player->rb.v, v_grind );
1569
1570 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1571 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1572 m3x3_mulv( mtx, v_grind, player->rb.v );
1573 }
1574
1575 VG_STATIC void skate_grind_truck_apply( player_instance *player,
1576 float sign, struct grind_info *inf,
1577 float strength )
1578 {
1579 struct player_skate *s = &player->_skate;
1580
1581 /* REFACTOR */
1582 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1583 v3f raw, wsp;
1584 m3x3_mulv( player->rb.to_world, ra, raw );
1585 v3_add( player->rb.co, raw, wsp );
1586
1587 v3_copy( ra, s->weight_distribution );
1588
1589 v3f delta;
1590 v3_sub( inf->co, wsp, delta );
1591
1592 /* spring force */
1593 v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
1594 player->rb.v );
1595
1596 skate_grind_decay( player, inf, strength );
1597 skate_grind_friction( player, inf, strength );
1598
1599 /* yeah yeah yeah yeah */
1600 v3f raw_nplane, axis;
1601 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1602 v3_cross( raw_nplane, inf->n, axis );
1603 v3_normalize( axis );
1604
1605 /* orientation */
1606 m3x3f mtx;
1607 skate_grind_orient( inf, mtx );
1608 v3f target_fwd, fwd, up, target_up;
1609 m3x3_mulv( mtx, s->grind_vec, target_fwd );
1610 v3_copy( raw_nplane, fwd );
1611 v3_copy( player->rb.to_world[1], up );
1612 v3_copy( inf->n, target_up );
1613
1614 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1615 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1616
1617 v3_normalize( target_fwd );
1618 v3_normalize( fwd );
1619
1620 v2f steer;
1621 joystick_state( k_srjoystick_steer, steer );
1622
1623 float way = steer[1] * vg_signf( v3_dot( raw_nplane, player->rb.v ) );
1624
1625 v4f q;
1626 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1627 q_mulv( q, target_up, target_up );
1628 q_mulv( q, target_fwd, target_fwd );
1629
1630 rb_effect_spring_target_vector( &player->rb, up, target_up,
1631 k_grind_spring,
1632 k_grind_dampener,
1633 k_rb_delta );
1634
1635 rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
1636 k_grind_spring*strength,
1637 k_grind_dampener*strength,
1638 k_rb_delta );
1639
1640 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1641 vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
1642 vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
1643
1644 s->grind_strength = strength;
1645
1646 /* Fake contact */
1647 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1648 m4x3_mulv( player->rb.to_local, wsp, limit->ra );
1649 m3x3_mulv( player->rb.to_local, inf->n, limit->n );
1650 limit->p = 0.0f;
1651
1652 v3_copy( inf->dir, s->grind_dir );
1653 }
1654
1655 VG_STATIC void skate_5050_apply( player_instance *player,
1656 struct grind_info *inf_front,
1657 struct grind_info *inf_back )
1658 {
1659 struct player_skate *s = &player->_skate;
1660 struct grind_info inf_avg;
1661
1662 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1663 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1664 v3_normalize( inf_avg.dir );
1665
1666 /* dont ask */
1667 v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,player->rb.v)),
1668 inf_avg.dir );
1669
1670 v3f axis_front, axis_back, axis;
1671 v3_cross( inf_front->dir, inf_front->n, axis_front );
1672 v3_cross( inf_back->dir, inf_back->n, axis_back );
1673 v3_add( axis_front, axis_back, axis );
1674 v3_normalize( axis );
1675
1676 v3_cross( axis, inf_avg.dir, inf_avg.n );
1677 skate_grind_decay( player, &inf_avg, 1.0f );
1678
1679 v2f steer;
1680 joystick_state( k_srjoystick_steer, steer );
1681
1682 float way = steer[1] *
1683 vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
1684 v4f q;
1685 v3f up, target_up;
1686 v3_copy( player->rb.to_world[1], up );
1687 v3_copy( inf_avg.n, target_up );
1688 q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
1689 q_mulv( q, target_up, target_up );
1690
1691 v3_zero( s->weight_distribution );
1692 s->weight_distribution[2] = k_board_length * -way;
1693
1694 rb_effect_spring_target_vector( &player->rb, up, target_up,
1695 k_grind_spring,
1696 k_grind_dampener,
1697 k_rb_delta );
1698 vg_line_arrow( player->rb.co, up, 1.0f, VG__GREEN );
1699 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1700
1701 v3f fwd_nplane, dir_nplane;
1702 v3_muladds( player->rb.to_world[2], inf_avg.n,
1703 -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
1704
1705 v3f dir;
1706 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1707 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1708
1709 v3_normalize( fwd_nplane );
1710 v3_normalize( dir_nplane );
1711
1712 rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
1713 1000.0f,
1714 k_grind_dampener,
1715 k_rb_delta );
1716 vg_line_arrow( player->rb.co, fwd_nplane, 0.8f, VG__RED );
1717 vg_line_arrow( player->rb.co, dir_nplane, 0.8f, VG__RED );
1718
1719 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1720 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1721 delta_front, delta_back, delta_total;
1722
1723 m4x3_mulv( player->rb.to_world, pos_front, pos_front );
1724 m4x3_mulv( player->rb.to_world, pos_back, pos_back );
1725
1726 v3_sub( inf_front->co, pos_front, delta_front );
1727 v3_sub( inf_back->co, pos_back, delta_back );
1728 v3_add( delta_front, delta_back, delta_total );
1729
1730 v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
1731
1732 /* Fake contact */
1733 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1734 v3_zero( limit->ra );
1735 m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
1736 limit->p = 0.0f;
1737
1738 v3_copy( inf_avg.dir, s->grind_dir );
1739 }
1740
1741 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
1742 struct grind_info *inf )
1743 {
1744 struct player_skate *s = &player->_skate;
1745
1746 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1747 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1748
1749 m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
1750 m4x3_mulv( player->rb.to_world, grind_co, grind_co );
1751
1752 /* Exit condition: lost grind tracking */
1753 if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
1754 return 0;
1755
1756 /* Exit condition: cant see grind target directly */
1757 if( !skate_point_visible( wheel_co, inf->co ) )
1758 return 0;
1759
1760 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1761 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1762 minv = k_grind_axel_min_vel*0.8f;
1763
1764 if( dv < minv )
1765 return 0;
1766
1767 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1768 return 0;
1769
1770 v3_copy( inf->dir, s->grind_dir );
1771 return 1;
1772 }
1773
1774 VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
1775 struct grind_info *inf )
1776 {
1777 struct player_skate *s = &player->_skate;
1778
1779 /* REFACTOR */
1780 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1781
1782 v3f raw, wsp;
1783 m3x3_mulv( player->rb.to_world, ra, raw );
1784 v3_add( player->rb.co, raw, wsp );
1785
1786 if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
1787 {
1788 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1789 return 0;
1790
1791 /* velocity should be at least 60% aligned */
1792 v3f pv, axis;
1793 v3_cross( inf->n, inf->dir, axis );
1794 v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
1795
1796 if( v3_length2( pv ) < 0.0001f )
1797 return 0;
1798 v3_normalize( pv );
1799
1800 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1801 return 0;
1802
1803 if( v3_dot( player->rb.v, inf->n ) > 0.5f )
1804 return 0;
1805
1806 #if 0
1807 /* check for vertical alignment */
1808 if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
1809 return 0;
1810 #endif
1811
1812 v3f local_co, local_dir, local_n;
1813 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1814 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1815 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1816
1817 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1818
1819 float truck_height = -(k_board_radius+0.03f);
1820
1821 v3f rv;
1822 v3_cross( player->rb.w, raw, rv );
1823 v3_add( player->rb.v, rv, rv );
1824
1825 if( (local_co[1] >= truck_height) &&
1826 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1827 {
1828 return 1;
1829 }
1830 }
1831
1832 return 0;
1833 }
1834
1835 VG_STATIC void skate_boardslide_apply( player_instance *player,
1836 struct grind_info *inf )
1837 {
1838 struct player_skate *s = &player->_skate;
1839
1840 v3f local_co, local_dir, local_n;
1841 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1842 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1843 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1844
1845 v3f intersection;
1846 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1847 intersection );
1848 v3_copy( intersection, s->weight_distribution );
1849
1850 skate_grind_decay( player, inf, 0.0125f );
1851 skate_grind_friction( player, inf, 0.25f );
1852
1853 /* direction alignment */
1854 v3f dir, perp;
1855 v3_cross( local_dir, local_n, perp );
1856 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1857 v3_muls( perp, vg_signf(perp[2]), perp );
1858
1859 m3x3_mulv( player->rb.to_world, dir, dir );
1860 m3x3_mulv( player->rb.to_world, perp, perp );
1861
1862 v4f qbalance;
1863 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1864 q_mulv( qbalance, perp, perp );
1865
1866 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
1867 dir,
1868 k_grind_spring, k_grind_dampener,
1869 k_rb_delta );
1870
1871 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
1872 perp,
1873 k_grind_spring, k_grind_dampener,
1874 k_rb_delta );
1875
1876 vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
1877 vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
1878
1879 v3_copy( inf->dir, s->grind_dir );
1880 }
1881
1882 VG_STATIC int skate_boardslide_entry( player_instance *player,
1883 struct grind_info *inf )
1884 {
1885 struct player_skate *s = &player->_skate;
1886
1887 if( skate_grind_scansq( player, player->rb.co,
1888 player->rb.to_world[0], k_board_length,
1889 inf ) )
1890 {
1891 v3f local_co, local_dir;
1892 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1893 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1894
1895 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1896 (local_co[1] >= 0.0f) && /* at deck level */
1897 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1898 {
1899 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1900 return 0;
1901
1902 return 1;
1903 }
1904 }
1905
1906 return 0;
1907 }
1908
1909 VG_STATIC int skate_boardslide_renew( player_instance *player,
1910 struct grind_info *inf )
1911 {
1912 struct player_skate *s = &player->_skate;
1913
1914 if( !skate_grind_scansq( player, player->rb.co,
1915 player->rb.to_world[0], k_board_length,
1916 inf ) )
1917 return 0;
1918
1919 /* Exit condition: cant see grind target directly */
1920 v3f vis;
1921 v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
1922 if( !skate_point_visible( vis, inf->co ) )
1923 return 0;
1924
1925 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1926 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1927 minv = k_grind_axel_min_vel*0.8f;
1928
1929 if( dv < minv )
1930 return 0;
1931
1932 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1933 return 0;
1934
1935 return 1;
1936 }
1937
1938 VG_STATIC void skate_store_grind_vec( player_instance *player,
1939 struct grind_info *inf )
1940 {
1941 struct player_skate *s = &player->_skate;
1942
1943 m3x3f mtx;
1944 skate_grind_orient( inf, mtx );
1945 m3x3_transpose( mtx, mtx );
1946
1947 v3f raw;
1948 v3_sub( inf->co, player->rb.co, raw );
1949
1950 m3x3_mulv( mtx, raw, s->grind_vec );
1951 v3_normalize( s->grind_vec );
1952 v3_copy( inf->dir, s->grind_dir );
1953 }
1954
1955 VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
1956 {
1957 struct player_skate *s = &player->_skate;
1958
1959 if( s->grind_cooldown > 100 ){
1960 vg_fatal_error( "wth!\n" );
1961 }
1962
1963 /* debounces this state manager a little bit */
1964 if( s->grind_cooldown ){
1965 s->grind_cooldown --;
1966 return k_skate_activity_undefined;
1967 }
1968
1969 struct grind_info inf_back50,
1970 inf_front50,
1971 inf_slide;
1972
1973 int res_back50 = 0,
1974 res_front50 = 0,
1975 res_slide = 0;
1976
1977 int allow_back = 1,
1978 allow_front = 1;
1979
1980 v2f steer;
1981 joystick_state( k_srjoystick_steer, steer );
1982
1983 if( s->state.activity == k_skate_activity_grind_5050 ||
1984 s->state.activity == k_skate_activity_grind_back50 ||
1985 s->state.activity == k_skate_activity_grind_front50 )
1986 {
1987 float tilt = steer[1];
1988
1989 if( fabsf(tilt) >= 0.25f ){
1990 v3f raw = {0.0f,0.0f,tilt};
1991 m3x3_mulv( player->rb.to_world, raw, raw );
1992
1993 float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) );
1994
1995 if( way < 0.0f ) allow_front = 0;
1996 else allow_back = 0;
1997 }
1998 }
1999
2000 if( s->state.activity == k_skate_activity_grind_boardslide ){
2001 res_slide = skate_boardslide_renew( player, &inf_slide );
2002 }
2003 else if( s->state.activity == k_skate_activity_grind_back50 ){
2004 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2005
2006 if( allow_front )
2007 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2008 }
2009 else if( s->state.activity == k_skate_activity_grind_front50 ){
2010 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2011
2012 if( allow_back )
2013 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2014 }
2015 else if( s->state.activity == k_skate_activity_grind_5050 ){
2016 if( allow_front )
2017 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2018 if( allow_back )
2019 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2020 }
2021 else{
2022 res_slide = skate_boardslide_entry( player, &inf_slide );
2023
2024 if( allow_back )
2025 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2026
2027 if( allow_front )
2028 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2029
2030 if( res_back50 != res_front50 ){
2031 int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
2032
2033 res_back50 &= wants_to_do_that;
2034 res_front50 &= wants_to_do_that;
2035 }
2036 }
2037
2038 const enum skate_activity table[] =
2039 { /* slide | back | front */
2040 k_skate_activity_undefined, /* 0 0 0 */
2041 k_skate_activity_grind_front50, /* 0 0 1 */
2042 k_skate_activity_grind_back50, /* 0 1 0 */
2043 k_skate_activity_grind_5050, /* 0 1 1 */
2044
2045 /* slide has priority always */
2046 k_skate_activity_grind_boardslide, /* 1 0 0 */
2047 k_skate_activity_grind_boardslide, /* 1 0 1 */
2048 k_skate_activity_grind_boardslide, /* 1 1 0 */
2049 k_skate_activity_grind_boardslide, /* 1 1 1 */
2050 }
2051 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2052
2053 if( new_activity == k_skate_activity_undefined ){
2054 if( s->state.activity >= k_skate_activity_grind_any ){
2055 s->grind_cooldown = 15;
2056 s->surface_cooldown = 10;
2057 }
2058 }
2059 else if( new_activity == k_skate_activity_grind_boardslide ){
2060 skate_boardslide_apply( player, &inf_slide );
2061 }
2062 else if( new_activity == k_skate_activity_grind_back50 ){
2063 if( s->state.activity != k_skate_activity_grind_back50 )
2064 skate_store_grind_vec( player, &inf_back50 );
2065
2066 skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
2067 }
2068 else if( new_activity == k_skate_activity_grind_front50 ){
2069 if( s->state.activity != k_skate_activity_grind_front50 )
2070 skate_store_grind_vec( player, &inf_front50 );
2071
2072 skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
2073 }
2074 else if( new_activity == k_skate_activity_grind_5050 )
2075 skate_5050_apply( player, &inf_front50, &inf_back50 );
2076
2077 return new_activity;
2078 }
2079
2080 VG_STATIC void player__skate_update( player_instance *player )
2081 {
2082 struct player_skate *s = &player->_skate;
2083 world_instance *world = world_current_instance();
2084
2085 if( world->water.enabled ){
2086 if( player->rb.co[1]+0.25f < world->water.height ){
2087 audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
2088 player__skate_kill_audio( player );
2089 player__dead_transition( player );
2090 return;
2091 }
2092 }
2093
2094 v3_copy( player->rb.co, s->state.prev_pos );
2095 s->state.activity_prev = s->state.activity;
2096 v3f normal_total;
2097 v3_zero( normal_total );
2098
2099 struct board_collider
2100 {
2101 v3f pos;
2102 float radius;
2103
2104 u32 colour;
2105
2106 enum board_collider_state
2107 {
2108 k_collider_state_default,
2109 k_collider_state_disabled,
2110 k_collider_state_colliding
2111 }
2112 state;
2113 }
2114 wheels[] =
2115 {
2116 {
2117 { 0.0f, 0.0f, -k_board_length },
2118 .radius = k_board_radius,
2119 .colour = VG__RED
2120 },
2121 {
2122 { 0.0f, 0.0f, k_board_length },
2123 .radius = k_board_radius,
2124 .colour = VG__GREEN
2125 }
2126 };
2127
2128 float slap = 0.0f;
2129
2130 if( s->state.activity <= k_skate_activity_air_to_grind ){
2131 float min_dist = 0.6f;
2132 for( int i=0; i<2; i++ ){
2133 v3f wpos, closest;
2134 m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
2135
2136 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2137 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2138 }
2139 }
2140 min_dist -= 0.2f;
2141 float vy = v3_dot( player->basis[1], player->rb.v );
2142 vy = vg_maxf( 0.0f, vy );
2143
2144 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2145 }
2146 s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
2147
2148 wheels[0].pos[1] = s->state.slap;
2149 wheels[1].pos[1] = s->state.slap;
2150
2151
2152 const int k_wheel_count = 2;
2153
2154 s->substep = k_rb_delta;
2155 s->substep_delta = s->substep;
2156 s->limit_count = 0;
2157
2158 int substep_count = 0;
2159
2160 v3_zero( s->surface_picture );
2161
2162 int prev_contacts[2];
2163
2164 for( int i=0; i<k_wheel_count; i++ ){
2165 wheels[i].state = k_collider_state_default;
2166 prev_contacts[i] = s->wheel_contacts[i];
2167 }
2168
2169 /* check if we can enter or continue grind */
2170 enum skate_activity grindable_activity = skate_availible_grind( player );
2171 if( grindable_activity != k_skate_activity_undefined ){
2172 s->state.activity = grindable_activity;
2173 goto grinding;
2174 }
2175
2176 int contact_count = 0;
2177 for( int i=0; i<2; i++ ){
2178 v3f normal, axel;
2179 v3_copy( player->rb.to_world[0], axel );
2180
2181 if( skate_compute_surface_alignment( player, wheels[i].pos,
2182 wheels[i].colour, normal, axel ) )
2183 {
2184 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
2185 axel,
2186 k_surface_spring, k_surface_dampener,
2187 s->substep_delta );
2188
2189 v3_add( normal, s->surface_picture, s->surface_picture );
2190 contact_count ++;
2191 s->wheel_contacts[i] = 1;
2192 }
2193 else{
2194 s->wheel_contacts[i] = 0;
2195 }
2196
2197 m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
2198 }
2199
2200 if( s->surface_cooldown ){
2201 s->surface_cooldown --;
2202 contact_count = 0;
2203 }
2204
2205 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2206 audio_lock();
2207 for( int i=0; i<2; i++ ){
2208 if( !prev_contacts[i] ){
2209 v3f co;
2210 m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
2211 audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f );
2212 }
2213 }
2214 audio_unlock();
2215 }
2216
2217 if( contact_count ){
2218 s->state.activity = k_skate_activity_ground;
2219 s->state.gravity_bias = k_gravity;
2220 v3_normalize( s->surface_picture );
2221
2222 skate_apply_friction_model( player );
2223 skate_weight_distribute( player );
2224 }
2225 else{
2226 if( s->state.activity > k_skate_activity_air_to_grind )
2227 s->state.activity = k_skate_activity_air;
2228
2229 v3_zero( s->weight_distribution );
2230 skate_apply_air_model( player );
2231 }
2232
2233 grinding:;
2234
2235 if( s->state.activity == k_skate_activity_grind_back50 )
2236 wheels[1].state = k_collider_state_disabled;
2237 if( s->state.activity == k_skate_activity_grind_front50 )
2238 wheels[0].state = k_collider_state_disabled;
2239 if( s->state.activity == k_skate_activity_grind_5050 ){
2240 wheels[0].state = k_collider_state_disabled;
2241 wheels[1].state = k_collider_state_disabled;
2242 }
2243
2244 /* all activities */
2245 skate_apply_steering_model( player );
2246 skate_adjust_up_direction( player );
2247 skate_apply_cog_model( player );
2248 skate_apply_jump_model( player );
2249 skate_apply_grab_model( player );
2250 skate_apply_trick_model( player );
2251 skate_apply_pump_model( player );
2252
2253 begin_collision:;
2254
2255 /*
2256 * Phase 0: Continous collision detection
2257 * --------------------------------------------------------------------------
2258 */
2259
2260 v3f head_wp0, head_wp1, start_co;
2261 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
2262 v3_copy( player->rb.co, start_co );
2263
2264 /* calculate transform one step into future */
2265 v3f future_co;
2266 v4f future_q;
2267 v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
2268
2269 if( v3_length2( player->rb.w ) > 0.0f ){
2270 v4f rotation;
2271 v3f axis;
2272 v3_copy( player->rb.w, axis );
2273
2274 float mag = v3_length( axis );
2275 v3_divs( axis, mag, axis );
2276 q_axis_angle( rotation, axis, mag*s->substep );
2277 q_mul( rotation, player->rb.q, future_q );
2278 q_normalize( future_q );
2279 }
2280 else
2281 v4_copy( player->rb.q, future_q );
2282
2283 v3f future_cg, current_cg, cg_offset;
2284 q_mulv( player->rb.q, s->weight_distribution, current_cg );
2285 q_mulv( future_q, s->weight_distribution, future_cg );
2286 v3_sub( future_cg, current_cg, cg_offset );
2287
2288 /* calculate the minimum time we can move */
2289 float max_time = s->substep;
2290
2291 for( int i=0; i<k_wheel_count; i++ ){
2292 if( wheels[i].state == k_collider_state_disabled )
2293 continue;
2294
2295 v3f current, future, r_cg;
2296
2297 q_mulv( future_q, wheels[i].pos, future );
2298 v3_add( future, future_co, future );
2299 v3_add( cg_offset, future, future );
2300
2301 q_mulv( player->rb.q, wheels[i].pos, current );
2302 v3_add( current, player->rb.co, current );
2303
2304 float t;
2305 v3f n;
2306
2307 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2308 if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
2309 max_time = vg_minf( max_time, t * s->substep );
2310 }
2311
2312 /* clamp to a fraction of delta, to prevent locking */
2313 float rate_lock = substep_count;
2314 rate_lock *= k_rb_delta * 0.1f;
2315 rate_lock *= rate_lock;
2316
2317 max_time = vg_maxf( max_time, rate_lock );
2318 s->substep_delta = max_time;
2319
2320 /* integrate */
2321 v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
2322 if( v3_length2( player->rb.w ) > 0.0f ){
2323 v4f rotation;
2324 v3f axis;
2325 v3_copy( player->rb.w, axis );
2326
2327 float mag = v3_length( axis );
2328 v3_divs( axis, mag, axis );
2329 q_axis_angle( rotation, axis, mag*s->substep_delta );
2330 q_mul( rotation, player->rb.q, player->rb.q );
2331 q_normalize( player->rb.q );
2332
2333 q_mulv( player->rb.q, s->weight_distribution, future_cg );
2334 v3_sub( current_cg, future_cg, cg_offset );
2335 v3_add( player->rb.co, cg_offset, player->rb.co );
2336 }
2337
2338 rb_update_transform( &player->rb );
2339 v3_muladds( player->rb.v, player->basis[1],
2340 -s->state.gravity_bias * s->substep_delta, player->rb.v );
2341
2342 s->substep -= s->substep_delta;
2343
2344 rb_ct manifold[128];
2345 int manifold_len = 0;
2346
2347 /*
2348 * Phase -1: head detection
2349 * --------------------------------------------------------------------------
2350 */
2351 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
2352
2353 float t;
2354 v3f n;
2355 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2356 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
2357 {
2358 v3_lerp( start_co, player->rb.co, t, player->rb.co );
2359 rb_update_transform( &player->rb );
2360
2361 player__skate_kill_audio( player );
2362 player__dead_transition( player );
2363 return;
2364 }
2365
2366 /*
2367 * Phase 1: Regular collision detection
2368 * --------------------------------------------------------------------------
2369 */
2370
2371 for( int i=0; i<k_wheel_count; i++ ){
2372 if( wheels[i].state == k_collider_state_disabled )
2373 continue;
2374
2375 m4x3f mtx;
2376 m3x3_identity( mtx );
2377 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2378
2379 rb_sphere collider = { .radius = wheels[i].radius };
2380
2381 rb_ct *man = &manifold[ manifold_len ];
2382
2383 int l = skate_collide_smooth( player, mtx, &collider, man );
2384 if( l )
2385 wheels[i].state = k_collider_state_colliding;
2386
2387 manifold_len += l;
2388 }
2389
2390 float grind_radius = k_board_radius * 0.75f;
2391 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2392 .radius=grind_radius };
2393 m4x3f mtx;
2394 v3_muls( player->rb.to_world[0], 1.0f, mtx[0] );
2395 v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
2396 v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
2397 v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
2398 grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
2399
2400 rb_ct *cman = &manifold[manifold_len];
2401
2402 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2403 cman );
2404
2405 /* weld joints */
2406 for( int i=0; i<l; i ++ )
2407 cman[l].type = k_contact_type_edge;
2408 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2409 l = rb_manifold_apply_filtered( cman, l );
2410
2411 manifold_len += l;
2412
2413 if( vg_lines.draw )
2414 debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2415
2416 /* add limits */
2417 if( s->state.activity >= k_skate_activity_grind_any ){
2418 for( int i=0; i<s->limit_count; i++ ){
2419 struct grind_limit *limit = &s->limits[i];
2420 rb_ct *ct = &manifold[ manifold_len ++ ];
2421 m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
2422 m3x3_mulv( player->rb.to_world, limit->n, ct->n );
2423 ct->p = limit->p;
2424 ct->type = k_contact_type_default;
2425 }
2426 }
2427
2428 /*
2429 * Phase 3: Dynamics
2430 * --------------------------------------------------------------------------
2431 */
2432
2433
2434 v3f world_cog;
2435 m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
2436 vg_line_pt3( world_cog, 0.02f, VG__BLACK );
2437
2438 for( int i=0; i<manifold_len; i ++ ){
2439 rb_prepare_contact( &manifold[i], s->substep_delta );
2440 rb_debug_contact( &manifold[i] );
2441 }
2442
2443 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2444 v3f extent = { k_board_width, 0.1f, k_board_length };
2445 float ex2 = k_board_interia*extent[0]*extent[0],
2446 ey2 = k_board_interia*extent[1]*extent[1],
2447 ez2 = k_board_interia*extent[2]*extent[2];
2448
2449 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2450 float inv_mass = 1.0f/mass;
2451
2452 v3f I;
2453 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2454 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2455 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2456
2457 m3x3f iI;
2458 m3x3_identity( iI );
2459 iI[0][0] = I[0];
2460 iI[1][1] = I[1];
2461 iI[2][2] = I[2];
2462 m3x3_inv( iI, iI );
2463
2464 m3x3f iIw;
2465 m3x3_mul( iI, player->rb.to_local, iIw );
2466 m3x3_mul( player->rb.to_world, iIw, iIw );
2467
2468 for( int j=0; j<10; j++ ){
2469 for( int i=0; i<manifold_len; i++ ){
2470 /*
2471 * regular dance; calculate velocity & total mass, apply impulse.
2472 */
2473
2474 struct contact *ct = &manifold[i];
2475
2476 v3f rv, delta;
2477 v3_sub( ct->co, world_cog, delta );
2478 v3_cross( player->rb.w, delta, rv );
2479 v3_add( player->rb.v, rv, rv );
2480
2481 v3f raCn;
2482 v3_cross( delta, ct->n, raCn );
2483
2484 v3f raCnI, rbCnI;
2485 m3x3_mulv( iIw, raCn, raCnI );
2486
2487 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2488 vn = v3_dot( rv, ct->n ),
2489 lambda = normal_mass * ( -vn );
2490
2491 float temp = ct->norm_impulse;
2492 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2493 lambda = ct->norm_impulse - temp;
2494
2495 v3f impulse;
2496 v3_muls( ct->n, lambda, impulse );
2497
2498 v3_muladds( normal_total, impulse, inv_mass, normal_total );
2499 v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
2500 v3_cross( delta, impulse, impulse );
2501 m3x3_mulv( iIw, impulse, impulse );
2502 v3_add( impulse, player->rb.w, player->rb.w );
2503
2504 v3_cross( player->rb.w, delta, rv );
2505 v3_add( player->rb.v, rv, rv );
2506 vn = v3_dot( rv, ct->n );
2507 }
2508 }
2509
2510 v3f dt;
2511 rb_depenetrate( manifold, manifold_len, dt );
2512 v3_add( dt, player->rb.co, player->rb.co );
2513 rb_update_transform( &player->rb );
2514
2515 substep_count ++;
2516
2517 if( s->substep >= 0.0001f )
2518 goto begin_collision; /* again! */
2519
2520 /*
2521 * End of collision and dynamics routine
2522 * --------------------------------------------------------------------------
2523 */
2524
2525 f32 nforce = v3_length(normal_total);
2526 if( nforce > 4.0f ){
2527 if( nforce > 17.6f ){
2528 v3_muladds( player->rb.v, normal_total, -1.0f, player->rb.v );
2529 player__dead_transition(player);
2530 player__skate_kill_audio(player);
2531 return;
2532 }
2533
2534 f32 amt = k_cam_punch;
2535 if( player->camera_mode == k_cam_firstperson ){
2536 amt *= 0.25f;
2537 }
2538
2539 v3_muladds( player->cam_land_punch_v, normal_total, amt,
2540 player->cam_land_punch_v );
2541 }
2542
2543 s->surface = k_surface_prop_concrete;
2544
2545 for( int i=0; i<manifold_len; i++ ){
2546 rb_ct *ct = &manifold[i];
2547 struct world_surface *surf = world_contact_surface( world, ct );
2548
2549 if( surf->info.surface_prop > s->surface )
2550 s->surface = surf->info.surface_prop;
2551 }
2552
2553 for( int i=0; i<k_wheel_count; i++ ){
2554 m4x3f mtx;
2555 m3x3_copy( player->rb.to_world, mtx );
2556 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2557 debug_sphere( mtx, wheels[i].radius,
2558 (u32[]){ VG__WHITE, VG__BLACK,
2559 wheels[i].colour }[ wheels[i].state ]);
2560 }
2561
2562 skate_integrate( player );
2563 vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
2564
2565 ent_gate *gate =
2566 world_intersect_gates(world, player->rb.co, s->state.prev_pos );
2567
2568 if( gate ){
2569 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
2570 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
2571 m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
2572 m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
2573 m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
2574 m3x3_mulv( gate->transport, s->state.head_position,
2575 s->state.head_position );
2576 m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
2577
2578 v4f transport_rotation;
2579 m3x3_q( gate->transport, transport_rotation );
2580 q_mul( transport_rotation, player->rb.q, player->rb.q );
2581 q_mul( transport_rotation, s->state.smoothed_rotation,
2582 s->state.smoothed_rotation );
2583 rb_update_transform( &player->rb );
2584
2585 s->state_gate_storage = s->state;
2586 player__pass_gate( player, gate );
2587 }
2588
2589 /* FIXME: Rate limit */
2590 static int stick_frames = 0;
2591
2592 if( s->state.activity >= k_skate_activity_ground )
2593 stick_frames ++;
2594 else
2595 stick_frames = 0;
2596
2597 if( stick_frames > 5 ) stick_frames = 5;
2598
2599 if( stick_frames == 4 ){
2600 audio_lock();
2601
2602 if( s->state.activity == k_skate_activity_ground ){
2603 if( (fabsf(s->state.slip) > 0.75f) ){
2604 audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], player->rb.co,
2605 40.0f, 1.0f );
2606 }
2607 else{
2608 audio_oneshot_3d( &audio_lands[vg_randu32()%3], player->rb.co,
2609 40.0f, 1.0f );
2610 }
2611 }
2612 else if( s->surface == k_surface_prop_metal ){
2613 audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f );
2614 }
2615 else{
2616 audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
2617 }
2618
2619 audio_unlock();
2620 } else if( stick_frames == 0 ){
2621
2622 }
2623 }
2624
2625 VG_STATIC void player__skate_im_gui( player_instance *player )
2626 {
2627 struct player_skate *s = &player->_skate;
2628 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
2629 player->rb.v[1],
2630 player->rb.v[2] );
2631 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
2632 player->rb.co[1],
2633 player->rb.co[2] );
2634 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
2635 player->rb.w[1],
2636 player->rb.w[2] );
2637
2638 const char *activity_txt[] =
2639 {
2640 "air",
2641 "air_to_grind",
2642 "ground",
2643 "undefined (INVALID)",
2644 "grind_any (INVALID)",
2645 "grind_boardslide",
2646 "grind_metallic (INVALID)",
2647 "grind_back50",
2648 "grind_front50",
2649 "grind_5050"
2650 };
2651
2652 player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
2653 #if 0
2654 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2655 s->state.steerx_s, s->state.steery_s,
2656 k_steer_ground, k_steer_air );
2657 #endif
2658 player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
2659 s->state.flip_time );
2660 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2661 s->state.trick_vel[0],
2662 s->state.trick_vel[1],
2663 s->state.trick_vel[2] );
2664 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2665 s->state.trick_euler[0],
2666 s->state.trick_euler[1],
2667 s->state.trick_euler[2] );
2668 }
2669
2670 VG_STATIC void player__skate_animate( player_instance *player,
2671 player_animation *dest )
2672 {
2673 struct player_skate *s = &player->_skate;
2674 struct player_avatar *av = player->playeravatar;
2675 struct skeleton *sk = &av->sk;
2676
2677 /* Head */
2678 float kheight = 2.0f,
2679 kleg = 0.6f;
2680
2681 v3f offset;
2682 v3_zero( offset );
2683
2684 v3f cog_local, cog_ideal;
2685 m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
2686
2687 v3_copy( s->state.up_dir, cog_ideal );
2688 v3_normalize( cog_ideal );
2689 m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
2690
2691 v3_sub( cog_ideal, cog_local, offset );
2692
2693
2694 v3_muls( offset, 4.0f, offset );
2695 offset[1] *= -1.0f;
2696
2697 float curspeed = v3_length( player->rb.v ),
2698 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2699 kicks = (vg_randf64()-0.5f)*2.0f*kickspeed,
2700 sign = vg_signf( kicks );
2701
2702 s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
2703 s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
2704
2705 offset[0] *= 0.26f;
2706 offset[0] += s->wobble[1]*3.0f;
2707
2708 offset[1] *= -0.3f;
2709 offset[2] *= 0.01f;
2710
2711 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
2712 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
2713
2714 v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
2715
2716 /*
2717 * Animation blending
2718 * ===========================================
2719 */
2720
2721 /* sliding */
2722 {
2723 float desired = 0.0f;
2724 if( s->state.activity == k_skate_activity_ground )
2725 desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
2726
2727 s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
2728 }
2729
2730 /* movement information */
2731 {
2732 int iair = s->state.activity <= k_skate_activity_air_to_grind;
2733
2734 float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
2735 dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
2736 fly = iair? 1.0f: 0.0f,
2737 wdist= s->weight_distribution[2] / k_board_length;
2738
2739 if( s->state.activity >= k_skate_activity_grind_any )
2740 wdist = 0.0f;
2741
2742 s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
2743 s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
2744 s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
2745 s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
2746 }
2747
2748 mdl_keyframe apose[32], bpose[32];
2749 mdl_keyframe ground_pose[32];
2750 {
2751 /* when the player is moving fast he will crouch down a little bit */
2752 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2753 s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
2754
2755 /* stand/crouch */
2756 float dir_frame = s->blend_z * (15.0f/30.0f),
2757 stand_blend = offset[1]*-2.0f;
2758
2759 v3f local_cog;
2760 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
2761
2762 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
2763
2764 skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
2765 skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
2766 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
2767
2768 /* sliding */
2769 float slide_frame = s->blend_x * (15.0f/30.0f);
2770 skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
2771 skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
2772
2773 /* pushing */
2774 double push_time = vg.time - s->state.start_push;
2775 s->blend_push = vg_lerpf( s->blend_push,
2776 (vg.time - s->state.cur_push) < 0.125,
2777 6.0f*vg.time_delta );
2778
2779 if( s->state.reverse > 0.0f )
2780 skeleton_sample_anim( sk, s->anim_push, push_time, bpose );
2781 else
2782 skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
2783
2784 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
2785
2786 /* trick setup */
2787 float jump_start_frame = 14.0f/30.0f;
2788
2789 float charge = s->state.jump_charge;
2790 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
2791
2792 float setup_frame = charge * jump_start_frame,
2793 setup_blend = vg_minf( s->blend_jump, 1.0f );
2794
2795 float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
2796 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2797 setup_frame = jump_frame;
2798
2799 struct skeleton_anim *jump_anim = s->state.jump_dir?
2800 s->anim_ollie:
2801 s->anim_ollie_reverse;
2802
2803 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
2804 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2805 }
2806
2807 mdl_keyframe air_pose[32];
2808 {
2809 v2f steer;
2810 joystick_state( k_srjoystick_steer, steer );
2811
2812 float target = -steer[1];
2813
2814 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
2815
2816 float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
2817 skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
2818
2819 static v2f grab_choice;
2820
2821 v2f grab_input;
2822 joystick_state( k_srjoystick_grab, grab_input );
2823 v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
2824
2825 if( v2_length2( grab_input ) <= 0.001f )
2826 grab_input[0] = -1.0f;
2827 else
2828 v2_normalize_clamp( grab_input );
2829 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
2830
2831 float ang = atan2f( grab_choice[0], grab_choice[1] ),
2832 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
2833 grab_frame = ang_unit * (15.0f/30.0f);
2834
2835 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
2836 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
2837 }
2838
2839 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
2840
2841
2842 mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
2843 *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
2844 *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
2845 *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
2846 *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
2847 *kf_hip = &dest->pose[av->id_hip-1],
2848 *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
2849 &dest->pose[av->id_wheel_l-1] };
2850
2851
2852 mdl_keyframe grind_pose[32];
2853 {
2854 float grind_frame = 0.5f;
2855
2856 if( s->state.activity == k_skate_activity_grind_front50 ){
2857 grind_frame = 0.0f;
2858 } else if( s->state.activity == k_skate_activity_grind_back50 ){
2859 grind_frame = 1.0f;
2860 }
2861
2862 float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2863 s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
2864 s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
2865 grind_frame, 5.0f*vg.time_delta );
2866
2867 grind_frame = s->blend_grind_balance * (15.0f/30.0f);
2868
2869 skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
2870 skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
2871 skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
2872 }
2873 skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
2874
2875 float add_grab_mod = 1.0f - s->blend_fly;
2876
2877 /* additive effects */
2878 {
2879 u32 apply_to[] = { av->id_hip,
2880 av->id_ik_hand_l,
2881 av->id_ik_hand_r,
2882 av->id_ik_elbow_l,
2883 av->id_ik_elbow_r };
2884
2885 float apply_rates[] = { 1.0f,
2886 0.75f,
2887 0.75f,
2888 0.75f,
2889 0.75f };
2890
2891 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2892 dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
2893 dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
2894 }
2895
2896 /* angle correction */
2897 if( v3_length2( s->state.up_dir ) > 0.001f ){
2898
2899 if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
2900 v4_length(s->state.smoothed_rotation) >= 1.1f ){
2901 vg_warn( "FIX THIS! CARROT\n" );
2902 v4_copy( player->rb.q, s->state.smoothed_rotation );
2903 }
2904 v4_lerp( s->state.smoothed_rotation, player->rb.q,
2905 2.0f*vg.time_frame_delta,
2906 s->state.smoothed_rotation );
2907 q_normalize( s->state.smoothed_rotation );
2908
2909 v3f yaw_ref = {1.0f,0.0f,0.0f},
2910 yaw_smooth = {1.0f,0.0f,0.0f};
2911 q_mulv( player->rb.q, yaw_ref, yaw_ref );
2912 q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
2913 m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
2914 m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
2915
2916 float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
2917 yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
2918 yaw_counter_rotate = acosf( yaw_counter_rotate );
2919 yaw_counter_rotate *= 1.0f-s->blend_fly;
2920
2921 v3f ndir;
2922 m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
2923 v3_normalize( ndir );
2924
2925 v3f up = { 0.0f, 1.0f, 0.0f };
2926
2927 float a = v3_dot( ndir, up );
2928 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2929
2930 v3f axis;
2931 v4f qfixup, qcounteryaw, qtotal;
2932
2933 v3_cross( up, ndir, axis );
2934 q_axis_angle( qfixup, axis, a );
2935
2936 q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
2937 q_mul( qcounteryaw, qfixup, qtotal );
2938 q_normalize( qtotal );
2939
2940 mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
2941 v3f origin;
2942 v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
2943
2944 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2945 mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
2946
2947 keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
2948 qtotal );
2949 }
2950
2951 v3f p1, p2;
2952 m3x3_mulv( player->rb.to_world, up, p1 );
2953 m3x3_mulv( player->rb.to_world, ndir, p2 );
2954
2955 vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
2956 vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
2957
2958 }
2959
2960 v4f qtotal;
2961 v4f qtrickr, qyawr, qpitchr, qrollr;
2962 v3f eulerr;
2963
2964 v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
2965
2966 q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
2967 q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
2968 q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
2969
2970 q_mul( qpitchr, qrollr, qtrickr );
2971 q_mul( qyawr, qtrickr, qtotal );
2972 q_normalize( qtotal );
2973
2974 q_mul( qtotal, kf_board->q, kf_board->q );
2975
2976
2977 /* trick rotation */
2978 v4f qtrick, qyaw, qpitch, qroll;
2979 v3f euler;
2980 v3_muls( s->state.trick_euler, VG_TAUf, euler );
2981
2982 float jump_t = vg.time-s->state.jump_time;
2983
2984 float k=17.0f;
2985 float h = k*jump_t;
2986 float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
2987 extra *= s->state.slap * 4.0f;
2988
2989 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
2990 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
2991 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
2992
2993 q_mul( qyaw, qroll, qtrick );
2994 q_mul( qpitch, qtrick, qtrick );
2995 q_mul( kf_board->q, qtrick, kf_board->q );
2996 q_normalize( kf_board->q );
2997
2998 struct player_board *board = player_get_player_board( player );
2999
3000 if( board ){
3001 /* foot weight distribution */
3002 if( s->blend_weight > 0.0f ){
3003 kf_foot_l->co[2] =
3004 vg_lerpf( kf_foot_l->co[2],
3005 board->truck_positions[k_board_truck_back][2]+0.3f,
3006 0.5f*s->blend_weight );
3007 }
3008 else{
3009 kf_foot_r->co[2] =
3010 vg_lerpf( kf_foot_r->co[2],
3011 board->truck_positions[k_board_truck_front][2]-0.3f,
3012 -0.5f*s->blend_weight );
3013 }
3014 }
3015
3016 float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
3017 s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
3018
3019 kf_foot_l->co[1] += s->state.slap;
3020 kf_foot_r->co[1] += s->state.slap;
3021 kf_knee_l->co[1] += s->state.slap;
3022 kf_knee_r->co[1] += s->state.slap;
3023 kf_board->co[1] += s->state.slap * s->subslap;
3024 kf_hip->co[1] += s->state.slap * 0.25f;
3025
3026 /*
3027 * animation wishlist:
3028 * boardslide/grind jump animations
3029 * when tricking the slap should not appply or less apply
3030 * not animations however DONT target grinds that are vertically down.
3031 */
3032
3033 /* truck rotation */
3034 for( int i=0; i<2; i++ )
3035 {
3036 float a = vg_minf( s->truckv0[i][0], 1.0f );
3037 a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
3038
3039 v4f q;
3040 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3041 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3042 q_normalize( kf_wheels[i]->q );
3043 }
3044 }
3045
3046 {
3047 mdl_keyframe
3048 *kf_head = &dest->pose[av->id_head-1],
3049 *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
3050 *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
3051 *kf_hand_l = &dest->pose[av->id_ik_hand_l-1],
3052 *kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
3053
3054 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3055 warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
3056
3057 v4f qrot;
3058 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3059
3060 v3f origin = {0.0f,0.2f,0.0f};
3061 keyframe_rotate_around( kf_hand_l, origin,
3062 av->sk.bones[av->id_ik_hand_l].co, qrot );
3063 keyframe_rotate_around( kf_hand_r, origin,
3064 av->sk.bones[av->id_ik_hand_r].co, qrot );
3065 keyframe_rotate_around( kf_hip, origin,
3066 av->sk.bones[av->id_hip].co, qrot );
3067 keyframe_rotate_around( kf_elbow_r, origin,
3068 av->sk.bones[av->id_ik_elbow_r].co, qrot );
3069 keyframe_rotate_around( kf_elbow_l, origin,
3070 av->sk.bones[av->id_ik_elbow_l].co, qrot );
3071
3072 q_inv( qrot, qrot );
3073 q_mul( qrot, kf_head->q, kf_head->q );
3074 q_normalize( kf_head->q );
3075 }
3076
3077 /* transform */
3078 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
3079
3080 v3f ext_up,ext_co;
3081 q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
3082 v3_copy( dest->root_co, ext_co );
3083 v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co );
3084
3085 v4f qflip;
3086 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
3087 (fabsf(s->state.flip_rate) > 0.01f) )
3088 {
3089 float substep = vg.time_fixed_extrapolate;
3090 float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
3091 sign = vg_signf( t );
3092
3093 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3094 t = sign * (1.0f-t*t);
3095
3096 float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3097 distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
3098 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3099
3100 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
3101
3102 q_axis_angle( qflip, s->state.flip_axis, angle );
3103 q_mul( qflip, dest->root_q, dest->root_q );
3104 q_normalize( dest->root_q );
3105
3106 v3f rotation_point, rco;
3107 v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
3108 v3_sub( dest->root_co, rotation_point, rco );
3109
3110 q_mulv( qflip, rco, rco );
3111 v3_add( rco, rotation_point, dest->root_co );
3112 }
3113
3114 skeleton_copy_pose( sk, dest->pose, s->holdout );
3115 }
3116
3117 VG_STATIC void player__skate_post_animate( player_instance *player )
3118 {
3119 struct player_skate *s = &player->_skate;
3120 struct player_avatar *av = player->playeravatar;
3121
3122 player->cam_velocity_influence = 1.0f;
3123
3124 v3f head = { 0.0f, 1.8f, 0.0f };
3125 m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
3126 m4x3_mulv( player->rb.to_local, s->state.head_position,
3127 s->state.head_position );
3128
3129 /* TODO: Extrapolate to_local matrix? */
3130 }
3131
3132 VG_STATIC void player__skate_reset_animator( player_instance *player )
3133 {
3134 struct player_skate *s = &player->_skate;
3135
3136 if( s->state.activity <= k_skate_activity_air_to_grind )
3137 s->blend_fly = 1.0f;
3138 else
3139 s->blend_fly = 0.0f;
3140
3141 s->blend_slide = 0.0f;
3142 s->blend_z = 0.0f;
3143 s->blend_x = 0.0f;
3144 s->blend_grind = 0.0f;
3145 s->blend_grind_balance = 0.0f;
3146 s->blend_stand = 0.0f;
3147 s->blend_push = 0.0f;
3148 s->blend_jump = 0.0f;
3149 s->blend_airdir = 0.0f;
3150 s->blend_weight = 0.0f;
3151 s->subslap = 0.0f;
3152 v2_zero( s->wobble );
3153
3154 v3_zero( s->board_trick_residuald );
3155 v3_zero( s->board_trick_residualv );
3156 v3_zero( s->truckv0[0] );
3157 v3_zero( s->truckv0[1] );
3158 }
3159
3160 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
3161 {
3162 struct player_skate *s = &player->_skate;
3163 s->state.jump_charge = 0.0f;
3164 s->state.charging_jump = 0;
3165 s->state.jump_dir = 0;
3166 v3_zero( s->state.flip_axis );
3167 s->state.flip_time = 0.0f;
3168 s->state.flip_rate = 0.0f;
3169 s->state.reverse = 0.0f;
3170 s->state.slip = 0.0f;
3171 s->state.grabbing = 0.0f;
3172 v2_zero( s->state.grab_mouse_delta );
3173 s->state.slap = 0.0f;
3174 s->state.jump_time = 0.0;
3175 s->state.start_push = 0.0;
3176 s->state.cur_push = 0.0;
3177 s->state.air_start = 0.0;
3178
3179 v3_zero( s->state.air_init_v );
3180 v3_zero( s->state.air_init_co );
3181
3182 s->state.gravity_bias = k_gravity;
3183 v3_copy( player->rb.co, s->state.prev_pos );
3184 v4_copy( player->rb.q, s->state.smoothed_rotation );
3185 v3_zero( s->state.throw_v );
3186 v3_zero( s->state.trick_vel );
3187 v3_zero( s->state.trick_euler );
3188 v3_zero( s->state.cog_v );
3189 s->grind_cooldown = 0;
3190 s->surface_cooldown = 0;
3191 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
3192 v3_copy( player->rb.to_world[1], s->state.up_dir );
3193 v3_copy( player->rb.to_world[1], s->surface_picture );
3194 v3_zero( s->weight_distribution );
3195 v3_copy( player->rb.co, s->state.prev_pos );
3196 }
3197
3198 VG_STATIC void player__skate_reset( player_instance *player,
3199 ent_spawn *rp )
3200 {
3201 struct player_skate *s = &player->_skate;
3202 v3_zero( player->rb.v );
3203 v4_copy( rp->transform.q, player->rb.q );
3204
3205 s->state.activity = k_skate_activity_air;
3206 s->state.activity_prev = k_skate_activity_air;
3207
3208 player__skate_clear_mechanics( player );
3209 player__skate_reset_animator( player );
3210
3211 v3_zero( s->state.head_position );
3212 s->state.head_position[1] = 1.8f;
3213 }
3214
3215 VG_STATIC void player__skate_restore( player_instance *player )
3216 {
3217 struct player_skate *s = &player->_skate;
3218 s->state = s->state_gate_storage;
3219 }
3220
3221 #endif /* PLAYER_SKATE_C */